L L4D2node

ChaseVictim::OnAnimationEvent

0x00a2e480 · 139 bytes · __cdecl

_ZN11ChaseVictim16OnAnimationEventEP8InfectedP11animevent_t

Decompiled

undefined (2 params)

/* ChaseVictim::OnAnimationEvent(Infected*, animevent_t*) */

void ChaseVictim::OnAnimationEvent(Infected *param_1,animevent_t *param_2)

{
  uint uVar1;
  undefined *puVar2;
  CBaseEntity *pCVar3;
  Infected *in_stack_0000000c;
  int *in_stack_00000010;
  
  if (*in_stack_00000010 == 0x35) {
    pCVar3 = (CBaseEntity *)0x0;
    uVar1 = *(uint *)(*(InfectedAttack **)(param_2 + 0x34) + 0x34);
    if (((uVar1 != 0xffffffff) &&
        (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
      pCVar3 = *(CBaseEntity **)(puVar2 + 4);
    }
    InfectedAttack::OnPunch(*(InfectedAttack **)(param_2 + 0x34),in_stack_0000000c,pCVar3);
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)